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How Dynamic Cities Work

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xRILLIANx's Avatar xRILLIANx
Level 34 : Artisan Architect
18
Foreword



It's a pleasure to meet you all. I'm Jovan Millet, better known by my Minecraft username, xRILLIANx, but you may call me Rillian. I'm a retired curator from The Voxel Box, a current administrator on a creative server called SententiaCraft, and I'm here today to discuss the dynamics of healthy cities in Minecraft. This guide will cover dynamics in Minecraft architecture, as I've seen many cities and towns that are built in a static way. This will show you the differences between static and dynamic builds, and offer small tips to help you turn your frozen, static work into flowing, dynamic masterpieces.



The Static Minecraft Settlement



I'm not going to describe the absolute worst-case scenario, made of 100% hand-crafted oak plank boxes, because that's not average or typical of most cities, especially not of those built by creative players looking to dynamicize their work. However, there are some characteristics common to static settlements. Static settlements are usually
  • Built on one flat plane
  • Individually have a very limited palette, or one that's far too wide
  • Very flat in their skyline
  • Far too widespread in the theme or style
  • Very low in variety of structures or layouts of individual buildings


I must iterate now that there is nothing wrong with each individual component of the list above and, utilized properly, the list can be very effective in achieving a certain effect or theme in itself. However, processes can always be improved, and should be taken to the next level at any given opportunity.



The Dynamic Minecraft Settlement



Dynamics, in terms of Minecraft, refers to the contrast and flow of artwork. Contrast would be the difference between block palettes, or perhaps building heights. You should think of flow not in the way of one place to another, but as the function of change over time (dt) that you learned in your basic high school physics course. If you haven't taken a high school physics course, then you're getting a head start. Think of flow as the course that your buildings, environment, or overall city will take over an amount of time. Common features of dynamic work include:
  • Terraced streets and buildings that flow with the landscape
  • Happy medium of block palette (not too widespread, but not too narrow; usually anywhere from 5 - 8 main blocks)
  • Interesting and varied shapes
  • A theme within the city that encompasses both the structures and environment
  • Contrast between building heights, environmental changes, block palettes, et cetera
  • A change over time (this could be some weathered down buildings or paths, various ages of trees, a graveyard, construction site, or some indication of time in the settlement)


Just as with the list above, not all of the individual items on the above list are wholly beneficial to every type of city, and if implemented wrong, will make the city appear wrong. Learn and experiment with different ways of creating dynamics within your settlement.



Methods of Dynamics



There are methods that I've gone through, learned, developed, and ultimately tested through time in order to create better flow and dynamics within cities; some work better than others depending on the type and circumstances of the city. Try them all out and find out which ones work for you.
  • Base your terraces and landscape around your theme: Steep mountains and drop-off cliffs may not work at all for a modern settlement, but may be very beneficial to a meditative, peaceful town.
  • Preservation of the landscape: Depending on your theme, you'll need ot figure out how much of the landscape should be preserved as natural. You might hold off your terraces with retaining walls, and use straight steps and ramps up; alternatively, you may have gravel paths running everywhere through tall grass and tree covers.
  • Organic architecture is relatively modern: In order to come up with complex shapes for your work, you may be tempted to introduce lots of curves and strange angles. As tempting as this is, use it in moderation. Extreme curvature is a relatively modern concept, and anything before the eighteenth century should keep curves to towers and a few rounded edges.
  • Make your own trees: If you're at all like me, then you hate the vanilla-coded trees (hereafter referred to as "Notch-trees"). Oak trees don't really look like Oaks, and neither do the Birch or Spruce. So what you should do it a bit of research, and come up with your own custom trees. This way, you can have varying ages, foliage covers, and heights of the same sort of tree. For a base set, check out my Deciduous Tree Collection.
  • Partial blocks are your friends: If you want to create indents, missing brickwork, or torn apart roofs, walls, or floors, then full blocks may not be your best option. Try experimenting with stairs, slabs, and fences to see what works. You may end up with something cool.


If you can think of any other cool things to add to this list, feel free to leave a comment below. If you like my work, subscribe. And if you want to support me, the best way is to check out my blog about Creative Minecraft. Have a wonderful time, and if you feel so inspired, post your dynamic work in the comments! Drop a diamond if you really loved it, and subscribe if you want a regular feed of my work on Planet Minecraft!
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1
02/11/2013 8:36 am
Level 17 : Journeyman Pony
MeddlingMoose
MeddlingMoose's Avatar
lol Building a little village myself now and I found myself searching for this post xD
1
02/11/2013 8:43 am
Level 34 : Artisan Architect
xRILLIANx
xRILLIANx's Avatar
Ha! Well, thank you very much!
1
01/28/2013 8:10 pm
Level 17 : Journeyman Pony
MeddlingMoose
MeddlingMoose's Avatar
This is great for starting builders! Thanks for uploading it :)
1
01/28/2013 8:18 pm
Level 34 : Artisan Architect
xRILLIANx
xRILLIANx's Avatar
No, thank you for reading it.
1
01/28/2013 9:06 pm
Level 17 : Journeyman Pony
MeddlingMoose
MeddlingMoose's Avatar
:) And a great read it was sir.
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